49 Reviews liked by estet


if this was a Xiu Xiu exhibition it would've gotten a perfect rating

Tutorial: How to make a perfect remake.

fuck man i was crying hard best game ever.

an incredibly slick re-imagining of persona 3 that brings it up to modern standards while keeping true to what made the original so powerful. it's not without a couple flaws in regards to its presentation, but they made sure to nail all the important parts so its all good

I never played the original game, probably won't do this justice so I'll keep it short.

I feel I've figured out quite some things about life, as someone in their mid twenties. Even so, sometimes one cannot help but waver about what do they truly want, what truly is important to them and many other questions that strike our minds from time to time.

This game delves into these uncertainties and much more, on what gives us purpose and what keeps us going foward, what it truly means to be alive. It tells us that to live is to suffer, to bond, to forge memories that will make us what we are and we will keep forever, to accept what we cannot change and to change what we can. Always accompanied with the fateful reminder that to live is to die.

I feel like deep down most of us know this, even if we struggle to come to terms with it which is even harder in modern society, we are constantly told that only success regarding your ambitious career path or job can lead to a truly fulfilling life, but our hearts know otherwise.

In this game, you will accompany many people on their journey to find one's purpose and meaning, and while doing so finding your own. Rushing your way through days and months with an addictive calendar system, making sure to make the best out of every afternoon and evening to max every social link and social stat so you can enjoy the wonderfull characterization that this game offers. The soundtrack is breathtaking and I cannot overstate how much I appreciate how varied it is and how it accompanies so well the state of the game you are currently in.

The gameplay is fun, played it on hard difficulty even if I was playing on easy for a while, which made it boring, so I ended up going back to hard not to regret it.

The themes are all over the place, everything fits them in the game even if some style may have been lost with the remake.

I have always struggled with the concept of death, the death of others and my own. This game resonated with me on a very personal level and I will cherish my memories of it.

"The arcana is the means by which all is revealed. Celebrate life grandeur, it's brilliance, it's magnificence."

My only regret is not having played this back when i was a teenager.This game truly is an ode to life, and it's absolutely beautiful.



Really enjoyed the story, unfolded in a way that really drew me in. Gameplay was fun too I loved the traversal and structures system. BTs and mules became a bit too easy around half way through but other than that it was great. Graphics and soundtrack were amazing too.

I loved this game. The game shifiting to different modes as the story progresses was so extremely interesting and well done. Wish more people I knew had played this.

Tinha uma lembrança ótima dele quando mais novo, com um gameplay bem divertido com a lanterna mesmo sendo simples. Nunca tive a oportunidade de terminá-lo, mas finalmente consegui.

A história me prendeu demais no começo, tem aquele sentimento de o que realmente está acontecendo no meio de tanta coisa estranha, mas infelizmente durou pouco, a narrativa vai deixando de lado o mistério e indo cada vez mais para o estranho por ser estranho. Um combate envolvente que pode ser punitivo em alguns momentos, precisa ter bastante noção de espaço e itens que precisam ser usados em momentos adequados.

No geral, é um remaster muito bem feito para um jogo que estava muito a frente do seu tempo, então tudo combina bastante para uma excelente experiência.

Beirou ao game perfeito da franquia (pelo menos dos 2D) mas que ainda dá para ajustar algumas coisas.

Realmente não sei por onde começar a falar bem, acredito que deva ser curto esta análise, pois não tenho como definir a diversão que é jogar um Super Mario Bros. Em resumo, Wonder é um frescor gigantesco para o seguimento 2D em diversos aspectos, como sua jogabilidade ainda mais fluida (e talvez responsiva), com um multiplayer bem dinâmico e com um ritmo rápido, porém bem consistente.

Meu único ponto negativo ao Wonder tem a ver com os três novos power ups autoinduzidos na série, mais o flor de fogo, que são bem divertidos, mas a meu ver não seguraram muito bem o game inteiro. Entendi que tentaram dar um foco maior nas Badges, até mesmo com uma quantidade considerável de opções, mas que muito provavelmente de todas as presentes você só irá usar duas delas. Não que isso estrague a experiência, mas que pelo menos poderia ser melhor trabalhado.

É incrível que faltando 2 meses para acabar 2023, ano que está sendo maravilhoso em termo de qualidade e quantidade no mundo dos jogos, ainda assim a Nintendo consegue renovar mais umas dos suas IPs, facilmente Wonder vai ficar marcado.

Desafiador sem ser confuso.

Quando você pensa que chegou em um puzzle altamente complexo, é só esperar 1 minuto e perceber que a solução é tão simples como você nem imaginava.

São nessas obras que a simplicidade se mostra ser aliada de boas experiências.

Although I loved Death Stranding when I played it through on release, I didn't really consider it a contender for my game of the year in The Year of Endless Bangers. I let three years slip by, not even booting it back up on the release of the Director's Cut, before ultimately using my new PS5 as an excuse to transfer the save and bang out a few more deliveries.

So much has changed for me in the intervening three years. Others have written at length about the pandemic and its thematic parallels with the game, so suffice it to say that for me (still largely housebound and isolated, increasingly alienated by the fever-pitch denial of the world at large) being able to enact a world where real people work together to build infrastructure and thereby heal the world has been personally healing in a way I couldn't have imagined in 2019.

My tastes as someone who thinks critically about games have changed as well. Death Stranding's preoccupation with the texture of play—from asking you to viscerally feel the geometry of the ground you walk on to showing painstakingly mocapped cutscenes of every little action in your private room—hits much harder now that I've played through the FromSoft canon which is itself texture-obsessed in a different direction. Coming directly off playing some AAA shlock, I also found myself with a renewed appreciation of this game's dialectic approach to a cinematic aesthetic, with carefully choreographed moments that nevertheless always emphasize play as the distinguishing factor that makes this decidedly not a movie.

I'm setting this down again not because I'm finished with it for good, but because I'm inducting it into the tier of games I intend to return to over and over again. I could happily finish out the DC plots and call it "finished", but what I really want is to create a kind of personal infrastructure I can use to bring myself back to this world, this textural landscape, whenever I need to feel that connection with people that this game so masterfully evokes.

The third entry in what would become known as the "World of Assassination trilogy" certainly has the absolute strongest levels in the series. Dartmoor and Berlin present compelling twists on the core formula that expand upon the core of what makes it compelling: it presents levels as living worlds, intricate clockwork dollhouses that the player can poke to see what happens. Dubai and Ambrose Island are excellent bread-and-butter Hitman levels, which is crucial for making the game feel whole. And Chongqing stands out as having possibly the best background character writing in a series which is known for excellent background character writing.

(Mendoza is mostly there, but suffers from a few odd mismatches between how it signals the player to play and the modes of play it actually offers. It's certainly fun for the most part, but feels decidedly less baked than the rest of the game.)

The only serious drag on this game is its increased interest in linearity in service of plot. Although I think the plot itself is well-done, the way it intersects with the game itself—the escape sequence the first time you play Chongqing and the whole of Carpathian Mountains—doesn't play to the series's strengths. Hitman is intrinsically a non-linear experience that excels at creating a holistic view of a story through glimpses of small moments and conversations. Trying to force that into straightforward "move through these zones and solve these puzzles" mechanics weakens the storytelling and leads to uninteresting zones. But fortunately, that's a small part of this otherwise excellent capstone to one of my favorite series.

When I say I enjoyed the time I spent in Diablo IV, all I'm really saying is that I enjoyed my girlfriend's company in a goal-oriented digital space. I would have had a tangibly equivalent experience with any of a dozen other polished online multiplayer content hoses. Which isn't a complaint—this game is fine, and I didn't need it to be anything more than that.

From the first moments of actually playing the game, though, it becomes clear that it's buckling under its own massive size. It is bound and determined to be a lifestyle service game, and that colors everything about its design. While the few bespoke pieces can be compelling—the character progression gives a lot of room for experimenting with cool builds—the vast majority is clearly just a content treadmill. The loot curve is precision engineered to give you a better drop for one of your slots every X minutes on average, which means no individual item can ever define your play. There is simply too much writing for any of it to be particularly compelling. The dungeons have to be procedural, which leads to them quickly feeling like repetitive sequences of rooms with guys in them.

The real sin of Diablo IV then is just that it's boring. By shoving so much stuff into it, the whole becomes dilute and flavorless. You can still lose hours to it, to be sure, but unless you're spending them in the company of good friends you'll get very little of value in return.

Games, like movies, used to just have jokes in them. Not just absurd circumstances, not darkly humorous satires, but actual jokes that exist for no reason other than to evoke a chortle. Indeed, games like this were jam-packed with them, feeling no obligation to create a logically cogent or historically accurate world when you could instead extract a few laughs from a pirate doing community theater or a laser-guided cannon.

Not every joke lands, but that hardly matters when they come so fast, so thick, and so confidently. Not every puzzle makes sense, but that's what hint websites are for. This game isn't a masterpiece, but it's a great way to spend ten hours—especially if you've got a few friends to play it with.

Pyre

2017

what if Mario Hoops 3-on-3 was a choose your own adventure book